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Suggestion: Allow Continous Queues With The Same Mech After A Death In An Active Match


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#1 Arcadinal

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Posted 25 January 2025 - 02:10 PM

I've been playing World of Warships a bunch and one of the nice features there is if you die, you can immediately hit "Battle on" and go back into queue with the same ship. I understand there may be some concerns regarding this encouraging less careful play, but I think it does encourage people to get back in queue quickly, which would help the game a lot.

*I realize this should have gone in the feature suggestions section, apologies*

Edited by Arcadinal, 25 January 2025 - 02:44 PM.


#2 LordNothing

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Posted 25 January 2025 - 03:11 PM

never much liked the stop and go gameplay. but i dont think there is much you can do about in in mwo. not without anything more than the remaining maintenance staff. but its fun to think about as it can be implemented in the next iteration of mwo, if that ever happens.

i always liked the idea of having a reinforcement queue. where each team can get another lance dropped in if the game goes past the 8 minute mark or your team loses 1/3 of its players. but the battles aren't that dynamic and it would siphon off main queue of its players. frankly i think this is how they should have handled solos in fp. destroy/lose any 3 objectives in siege, and each team gets a reinforcement lance. of course fp does not get enough play for that to ever be worth the investment.

Edited by LordNothing, 25 January 2025 - 03:12 PM.


#3 w0qj

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Posted 25 January 2025 - 06:28 PM

I have at least two copies of the exact same mech for this very purpose, go play with the 2nd while the 1st mech is locked in QP...

Two exact ones because the same MechLab build code would work...
eg: I have >= of 2 DWF-A(P), MCII-MWK(LGD), etc. ;)

eg: MechLab build code would not work for: DWF-C(S) vs DWF-C, it treats these as two different mech variants!

#4 Saved By The Bell

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Posted 25 January 2025 - 10:56 PM

Its 24 active players in tier 1, you must to wait anyway

(its sarcasm)

#5 nanashi0110

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Posted 26 January 2025 - 03:27 AM

I very much agree with this opinion.
I can't help but wonder why we can't do inQ with the same MECH.
I've heard so many complaints about this strange spec that I'd like to see it fixed if possible.

#6 LordNothing

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Posted 26 January 2025 - 04:47 AM

it would also let me bypass the meclab reload which is getting almost as long as finding a match. im for anything that makes the time between matches shorter.

mech locking was a stupid idea presumably meant to get people to buy more mechs. apparently you have to buy two of everything to make it go away. its an intentionally annoying feature that should be removed from the game. all it really does is keep new players from staying at a time when we really need players.

Edited by LordNothing, 26 January 2025 - 04:50 AM.


#7 BlueDevilspawn

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Posted 26 January 2025 - 01:06 PM

On the flip side, there are also plenty of players who would run into a crowd of enemies and drop a UAV at the beginning of the match and then die/disconnect. Presumably this also prevents that bad behavior or forces you to invest cbills and GSP if you do intend to play in that manner.

#8 LordNothing

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Posted 26 January 2025 - 03:48 PM

View PostBlueDevilspawn, on 26 January 2025 - 01:06 PM, said:

On the flip side, there are also plenty of players who would run into a crowd of enemies and drop a UAV at the beginning of the match and then die/disconnect. Presumably this also prevents that bad behavior or forces you to invest cbills and GSP if you do intend to play in that manner.


i think thats one of the behaviors the auto-ban and report system covers.

#9 Tarl Cabot

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Posted 26 January 2025 - 05:04 PM

View PostBlueDevilspawn, on 26 January 2025 - 01:06 PM, said:

On the flip side, there are also plenty of players who would run into a crowd of enemies and drop a UAV at the beginning of the match and then die/disconnect. Presumably this also prevents that bad behavior or forces you to invest cbills and GSP if you do intend to play in that manner.


That suiciding type of behavior, (not necessarily with the UAV) is the primary reasons for match locked mechs, which was implemented a long time ago (2013-2014ish) to cut down on the griefers. This is for both Quickplay and Faction Play.

Edited by Tarl Cabot, 26 January 2025 - 05:07 PM.


#10 CUTE PUPPY LUV

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Posted 26 January 2025 - 08:02 PM

View Postw0qj, on 25 January 2025 - 06:28 PM, said:

I have at least two copies of the exact same mech for this very purpose, go play with the 2nd while the 1st mech is locked in QP...

Two exact ones because the same MechLab build code would work...
eg: I have >= of 2 DWF-A(P), MCII-MWK(LGD), etc. Posted Image

eg: MechLab build code would not work for: DWF-C(S) vs DWF-C, it treats these as two different mech variants!


This is the way :)
I also keep 2 copies of the Mech that I really like :)
When I die, i use the 2nd and when the 2nd die, the 1st will be ready :)

#11 Ken Harkin

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Posted 27 January 2025 - 05:55 AM

Of things which bother me this has to be one of the least bothersome. I'd like to be able to swap out my mech for any other of the same chassis when the drop site is announced or have a host of other things.

If you have two mechs then the problem of having a dead one in match is the least of my concerns. That said, with the life support dev attention this gets right now I am happy the servers are still up.

#12 Ekson Valdez

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Posted 28 January 2025 - 05:07 AM



This thread was moved to Feature Suggestions



#13 pbiggz

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Posted 28 January 2025 - 09:46 AM

y'all are dancing around the elephant in the room.

This game does not respect your time. in a 15 minute loop, you spend 5 minutes in match, and 5 minutes in the mechlab, and 5ish minutes waiting for a match. You could argue that mechlab time counts as gameplay, and that's fair, but in terms of actual time shooting mechs, you're spending a third, or less of your time doing that.

The solutions are continuous rolling lobbies where people can leave and the matchmaker can fill the gaps as needed, so that a chain of matches is maintained, and the implementing of dropdecks/respawns as well as a solid 10 or 15 minute match timer so that quickplay matches remain short. They should be short.

These changes would mean your game does not end when you die, and you get to make use of the whole match. It would also lead to much more interaction with game objectives, as aside from skirmish, actually going for caps on conquest and assault would lead to faster wins than just ignoring the objectives and killing the enemy team.

I have floated these suggestions before. I do not expect they'll happen as there's engineering here that is basically not going to happen, but, aside from that, i've only ever experienced withering criticism from people absolutely convinced that MWO is bad, while simultaneously convinced that any suggestion to change it is evil.

You lunatics have no idea what you want. You think you do, but you don't.

Edited by pbiggz, 28 January 2025 - 09:47 AM.


#14 D V Devnull

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Posted 31 January 2025 - 07:56 AM

View PostArcadinal, on 25 January 2025 - 02:10 PM, said:

I've been playing World of Warships a bunch and one of the nice features there is if you die, you can immediately hit "Battle on" and go back into queue with the same ship. I understand there may be some concerns regarding this encouraging less careful play, but I think it does encourage people to get back in queue quickly, which would help the game a lot.

View PostLordNothing, on 25 January 2025 - 03:11 PM, said:

never much liked the stop and go gameplay. but i dont think there is much you can do about in in mwo. not without anything more than the remaining maintenance staff.

View PostSaved By The Bell, on 25 January 2025 - 10:56 PM, said:

Its 24 active players in tier 1, you must to wait anyway

(its sarcasm)

View Postnanashi0110, on 26 January 2025 - 03:27 AM, said:

I very much agree with this opinion.
I can't help but wonder why we can't do inQ with the same MECH.
I've heard so many complaints about this strange spec that I'd like to see it fixed if possible.

View PostLordNothing, on 26 January 2025 - 04:47 AM, said:

it would also let me bypass the meclab reload which is getting almost as long as finding a match. im for anything that makes the time between matches shorter.

mech locking was a stupid idea presumably meant to get people to buy more mechs. apparently you have to buy two of everything to make it go away. its an intentionally annoying feature that should be removed from the game. all it really does is keep new players from staying at a time when we really need players.

View PostBlueDevilspawn, on 26 January 2025 - 01:06 PM, said:

On the flip side, there are also plenty of players who would run into a crowd of enemies and drop a UAV at the beginning of the match and then die/disconnect. Presumably this also prevents that bad behavior or forces you to invest cbills and GSP if you do intend to play in that manner.

View PostTarl Cabot, on 26 January 2025 - 05:04 PM, said:

That suiciding type of behavior, (not necessarily with the UAV) is the primary reasons for match locked mechs, which was implemented a long time ago (2013-2014ish) to cut down on the griefers. This is for both Quickplay and Faction Play.

View Postpbiggz, on 28 January 2025 - 09:46 AM, said:

<<< snip >>> ... I do not expect they'll happen as there's engineering here that is basically not going to happen, ... <<< snip >>>

I hate to be the one saying this, but it must be said to all of you... Maybe some of you remember something in the past suddenly, and simply because of my post here. There is an unfortunate need to point out that these requested changes are impossible because of two major & serious things which block them... :mellow:

The first complete blocker is how CryEngine's v3-series handles things. When a particular Match is created and made ready, it so happens that the MWO Game Client & Server have to completely pre-load everything for any graphics operations and network communications. They are literally incapable due to CryEngine's v3-series base design of doing anything further in these categories after the initial loading, setup cycle, and Match initiation. Dynamic loading in these regards are not part of CryEngine's v3-series design, regrettably enough. :(

The other hard blocker is MWO's own underlying Statistics Backend module, which requires locking certain parts of player profiles during a Match such as their Mech which they chose for battle and it's associated informational state. Those do not become free again until the Match is completed in order to ensure players receive all rewards which they're due without causing internal system conflicts. :unsure:

For those who do not believe me, please spend time searching the Forums, Subreddits, and all other BattleTech/MechWarrior associated information sources. As my post is being put up, I'm remembering something about some podcasts and/or various Q&A sessions which exist, amongst other things. These items were already spoken about multiple years in the past, and people mentally registered the implications of what it meant back then, in turn ceasing to speak of these things for quite some time. I am not going to spend three weeks digging in order to hand-hold any of you here, as posting about this makes me frustrated! <*steps out and slams the door hard*> -_-

~D. V. "Dream all you like... Re-Queue of your Mech is never possible post-Death because things block it!" Devnull

#15 LordNothing

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Posted 31 January 2025 - 08:30 PM

mwo will never change significantly, i said that in my first post in this thread. stop acting like people dont know that.

where this discourse matters is when (and if) pgi decides to make the mwo successor product.

Edited by LordNothing, 31 January 2025 - 08:30 PM.






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